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[Adventure] Murder Most Foul! (Judge: EvolutionKB)

Voda Vosa

First Post
Hasifar with the tounge out tries to cut Sloane as she retreats, but his dagger goes wide, leaving a trail of icy air.
The peasant then focus on the skeleton he has next to him. As he evaluates the best way to hack its bones, he sees through it (literaly) the other skeletons perfectly aligned.
"You should be more gentle with people!!" the sorceror says, and his voice like thunders spread throughout the room, shattering the undead's skulls.
[sblock=Actions]
AoO: 16 to hit, miss likely
Thundering Roar: 27, 23, 20 vs skel 1, 3 and 4, for 17 dmg.
Move: Hasifar shifts behind Artemus (K5).[/sblock]
 

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dimsdale

First Post
Knoepf yells to Hasifar "Nicely done!...yesss"

[sblock=ooc]
endurance check: 1d20+7-1=21

stat block coming: i have to go back through the threads to find it. I put it in the post that I lost. We'll get it in there.
[/sblock]
 

Voda Vosa

First Post
[sblock=Hasifar]
Male Human Sorcerer 4
Medium natural humanoid
Initiative +5; Senses Passive Insight 17, Passive Perception 12
HP 41, Bloodied 20, Surge Value 10, Surges 8
AC 18; Fortitude 16, Reflex 17, Will 20
Resist 5 Fire (Armor) and Gains a random resist each day.
Speed 6
Basic melee: +12 1d4+6
Basic ranged: +8 1d8+9 cold damage

Powers:
Dragonfrost, Chaos Bolt, Arcing Fire
Thundering Roar, Flame Spiral, Focuse Chaos
Dazzling Ray
Cloak of the Walking Wounded, Potion of healing

[sblock=Conditionals]
Chaos Burst - Even on the first attack roll of your turn gives +1 AC, odd gives a saving throw
Unfettered Power - On a 20 slide 1 and knock prone. On a 1 push each creature within 5 of you 1 square
Arcane Spellfury - On a hit with an At-Will, gain +1 to hit to the hit enemy UENT

[/sblock]
[sblock=Powers]

Pinning Dagger +2 (Free; Daily)
Melee; +11 attack; 1d4+6 damage.Use this power when you hit an enemy with this weapon. That enemy is immobilized until you are no longer adjacent to it.

Dragonfrost (Standard; at-will) ? Arcane, Cold, Implement
Ranged 10; one creature; +8 vs Fortitude; 1d8+9 cold damage. Special: This power can be used as a ranged basic attack.

Arcing fire (Standard; at-will) ? Arcane, Fire, Implement
Ranged 10; one creature; +8 vs Reflex; 1d8+9 fire damage. Any enemy providing the target cover against this attack takes 4 fire damage

Chaos Bolt (Standard; at-will) ? Arcane, Implement, Psychic
Ranged 10; one creature; +8 vs Will; 1d10+9 Psychic damage. If you rolled an even number for the primary attack roll, make a secondary attack: One creature within 5 squares of the target last hit by this power: +8 vs. Will, 1d6+2 psychic damage. If you rolled an even number for the secondary attack roll, repeat the secondary attack. You can attack a creature only once with a single use of this power..

Thundering Roar (Standard; encounter) ? Arcane, Fear, Implement, Thunder
Close blast 3; each creature in blast; +8 vs Fortitude; 2d6+9 Thunder damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.

Flame Spiral (Standard; encounter) ? Arcane, Fire, Implement
Close burst 2 ; each creature in burst; +8 vs Reflex; 1d10+9 fire damage, Until the start of your next turn, any enemy that enters a square adjacent to you or starts its turn there takes 1d6 fire damage..

Dazzling Ray (Standard; daily) ? Arcane, Implement, Radiant
Ranged 10; one creature; +8 vs Reflex; 6d6+9 radiant damage, If Hasifar rolled an even number on the attack roll, the target takes a penalty to attack rolls against you to -3) (save ends). Miss: Half damage.

Focused Chaos (No action; encounter) ? Arcane
Trigger: You use a sorcerer power that works differently depending on whether the attack roll is odd or even. Effect: You choose to treat that power's attack roll as either odd or even, regardless of your actual roll.

Cloak of the Walking Wounded +1
Property: +1 to defenses. If you use your second wind while bloodied, you can expend two healing surges instead of one (gaining hit points from both)


[/sblock]
[/sblock]
 


KarinsDad

Adventurer
[SBLOCK=Farce]If Boruuk ends his moveemnt next to skeleton 1, I'll be bale to sneak on him. If you go too far from me, I won't be able to sneak and it will take me more time to get them down. I suggest we both attack Skeleton 1 to get him down as soon as possible.[/SBLOCK]

[sblock=OOC]
Could people please do their tactics IN CHARACTER? I don't like psychic PCs. Thanks.
[/sblock]
 

RickRoll

First Post
Tirial focuses on the skeleton advancing towards herself and Knoepf, stepping closer to the enemy to have a clear shot. She fires off a pair of arrows straight towards the skeleton.

[sblock=ooc]
*-1 to all d20's & half speed

Move: to H4
Minor: quarry skeleton 3
Standard: Two-Fanged Strike on Skeleton 3 (incl. +1 for Prime shot) - vs ac; dmg; hq dmg (1d20+12=26, 1d12+8=20, 1d20+12=19, 1d12+8=19, 1d6=5) hits AC 26 for 25 damage and AC 19 for an additional 19 more (if both hit add 3 to the total)
If the second shot is a miss use Rebounding Bow to attack S1 with an RBA -vs ac; dmg (1d20+11=17, 1d12+3=14) well... a miss.


endurance (1d20+3=4) wow...IC isn't liking Tirial this last few days. :(


http://leb.wikia.com/wiki/LEB:PC:Tirial_(RickRoll) - link to new sheet, updated for lvl 5
[/sblock]

[sblock=stat block]
Tirial - Female Eladrin Ranger 5
Advantageous Conditions:
Adverse Conditions:
Initiative: +7 Passive Insight: 17 Passive Perception: 20
Senses: Low Light Vision
HP 50/50
Bloodied 25
Surge Value 12; Surges Per-Day 8/9
AC =21 Fortitude 15 Reflex 19 Will 17 Speed 6
Action Points: 1
Second Wind: Not Used
Powers
At will:
Nimble Strike
Twin Strike

[Encounter:
Fey Step
Two-Fanged Strike
Disruptive Strike
Rebounding Greatbow +2[s/s]

Daily:
Hunter Bear's Trap
Spitting Cobra Stance
Cloak of Resistance +1
Arrows: 76/120
[/sblock]
 

Farce

First Post
Boruuk moves into the doorway and charges at the closest skeleton, bowling past Tirial and Knoepf on the way as he brings down his axe against the skeleton.

[sblock=OOC]
Sorry Velmont, but KarinsDad said we shouldn't use OOC tactics and they weren't relayed IC to him...

Minor: Draw axe
Move: shift to H1
Standard: vs ac; dmg (Punishing charge) (1d20+12=30, 1d12+11=13) vs Skeleton 3 (end at H5) marking it

KarinsDad - I swapped out Hewing Charge feat for toughness when I levelled up...think I'll need the hp ;)

[/sblock]

[sblock=stat block]
Boruuk: Goliath Fighter 4
Advantageous Conditions:
Adverse Conditions:
Initiative: +3 Passive Insight: 13 Passive Perception: 18
Senses: None
Saving Throws: N/A
HP 62/62
Bloodied 25
Surge Value 12; Surges Per-Day 9/13
AC =22 Fortitude 19 Reflex 14 Will 15 Speed 5
Action Point: 1
Second Wind: Used
Powers
At will:
Brash Strike
Reaping Strike
Pass Forward
Encounter:
Stone's Endurance
Punishing Charge
Sweeping Blow

Daily Standard:
Lasting Threat
Berserker's Fury
Dwarven Drakescale Armor +2[/sblock]
 

KarinsDad

Adventurer
Hasifar with the tounge out tries to cut Sloane as she retreats, but his dagger goes wide, leaving a trail of icy air.
The peasant then focus on the skeleton he has next to him. As he evaluates the best way to hack its bones, he sees through it (literaly) the other skeletons perfectly aligned.
"You should be more gentle with people!!" the sorceror says, and his voice like thunders spread throughout the room, shattering the undead's skulls.


Boruuk moves into the doorway and charges at the closest skeleton, bowling past Tirial and Knoepf on the way as he brings down his axe against the skeleton.


Tirial focuses on the skeleton advancing towards herself and Knoepf, stepping closer to the enemy to have a clear shot. She fires off a pair of arrows straight towards the skeleton.

[sblock=OOC]
Knoepf makes his Endurance check.
Hasifar misses with his OA on Sloane.
Artemus misses with his OA on Sloane.
Hasifar hits skeletons 1, 3, and 4, for 17.
Borruk hits skeleton 3 for 13.
Tirial hits skeleton 3 for 25 and skeleton 1 for 19.

Tirial 50/50, -1 to all D20 rolls, limited communication
Artemus 37/44, marked by Skeleton 2
Knoepf 45/45
Skeleton 1, 36, bloodied
Skeleton 2
Skeleton 3, 55, dead
Skeleton 4, 17
Skeleton 5
Skeleton 6
Sloane, 20, dazed TENT Artemus, -4 on all attack rolls and defenses TENT Knoepf, insubstantial
Hasifar 41/46, marked by Skeleton 1
Boruuk 62/62

The four armoires in the corners provide cover. You cannot enter into those squares normally, but you can climb up on top of an armoire.

The other furniture squares, the bed and the chests/trunks, can be entered. They are difficult terrain though.

Tirial is at -1 to all D20 rolls. The lowest Endurance check she can roll is a 17 (anything lower is considered a 17). Tirial needs to make an Endurance check at the end of each of her turns until she finally scores DC 20. This is a free action. Tirial's check is at -1 and +2 for a total of +1 modifier to her normal roll.

Note: Squares J6 and J7 share one large trunk which makes both of those squares difficult terrain.


It's Artemus' turn.
[/sblock]
 

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KarinsDad

Adventurer
[SBLOCK=OOC]Move: Shift to K5
Move: Walk to K4 then J3 and hide behind the closet: Stealth check (1d20+11=15) Bah! Might not even be hidden.[/SBLOCK]

[sblock=OOC]
Just FYI, Artemus cannot hide behind the armoire. He has (normal) cover from every single skeleton in the room (every one of them can draw two imaginary lines to 2 of the corners of J3). The only way he can hide behind an armoire is to have superior cover (PHB II, superior cover or total concealment is required in order to hide). The only squares in the room that have superior cover from J3 are J5, J6, J7, J8, and J10.

So, if you want Artemus to take cover (-2 penalty to all skeleton attack rolls), that's fine. But he cannot hide (except from creatures in the J row). Or, if you want him to do something else, that would be ok as well.
[/sblock]
 

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